I know as an avid player I'd like to take some reall extream measures when it comes to deadbeats, but as some would say let go and let g....
in this case I think we should just sick Da Boss on dem!!! hahaha

Could we enact some sort of voting system? E.g. If there are four players in a game, one of them has forgotten to end his turn - after 60 minutes the three players gain the option to vote to continue play.

Ok, I know this has been on the board, but it still sux. I have seeen more then a few playes, who are the last ones to play before the next round, start their play, get armies and attack, fortify, and leave untill 23-24 hours untill the day timer allows others who are waiting around play.

Would to be possiable that once you have started, you have to end deploy/attack/fortfitfication after an hour, or the game will automatically end your turn for you?

I can't remember which chess site has this (either redhotpawn.com or gameknot.com) but you can specify in your user profile how many moves per day you will make (either 1 move per day, a few moves per day, or many moves per day.) If we had this information on this site, then you could specify the minimum amount of moves per day required to join the game, or allow each player the option to abandon the game before making their first move if there were unsatisfactory players who joined the game.

(Not trying to threadjack here) Another idea is to incorporate a user-feedback system, like eBay. Only people who play a game through to completion (i.e. no deadbeats) can rate others in the game, and they can rate on 1 or more categories such as: (1) turn responsiveness, (2) sociability/cooperation, (3) anything else you could think of.. This might bloat your bandwidth and/or space limits lack so probably won't happen, just a thought.

It seems that if the No Double Turns option is selected for a team game, then neither member of a team should be able to move first in a round if they or the other team member(s) moved last in the previous round.

The current format allows for the circumventing of the intention of this rule (especially when a team is a couple of friends or workers in adjacent cubicles).

Is there any way to put some sort of time limit in fortifing? People may forget to end there turn occassionally however i am current playing someone in a "double turns allowed" game who, each time, has not finished there turn, and they always gets the first turn each round. Anybody else had this problem?

It's a cheap tactic in double turn games, but I don't play double turn and use it sometimes. I generally state my intentions while leaving a turn in mid go... ie. I usually use it to form alliances with other players.

Ans that strategy only shows how much you're not able to adapt your tactic. For a good RISK player, you should be able to anticipate the moves of your opponent and move accordingly in the same time frame.
I think people should have a maximum of 25 minutes per turn ( from the time they push "Begin turn" to the time they press "End fortifictaions"). If you want to make alliances, do it after/before your turn and don't let people wait to see how your gonna move your troops to defend the country they are attaking while they are playing...that's not really in the optic of the original board game...

Lackattack.....my suggestion is to limit a timeframe for a turn (say 15 mins total) ...I see folks opening a turn and lollygagging hoping to watch everyone else in order to maximize their attacks / fortifications..in this particular game the individual has had their turn open for a half hour reacting to others' moves....my bitch is that I have 2 countries and 5 cards and if the person would have ended thier turn then the game would be open for all to play and I would have a chance to live....I guess my chances are pretty much the same either way, but it is SELFISH and controlling and I get enough of that in the real world!! Probably just being petty and childish myself but I figure you play and go on.....

How about you make Team Games Sequential by TEAM but FREESTYLE by players.

EXAMPLE: Team A can all move in Freestyle but they end their turn as a team and Team B can move in Freestyle and then they end their turn.

This would end people who just keep their turn open to wait for the other players to go because there would be no benefit to it. I hope this makes sense because I think it is a good solution for both sides of this argument.

I've heard stories where doubles team partners playing in games with unlimited fortications do not complete their fortifications for almost 24 hours. They basically outwait their opponents. Then, acting in concert finish their fortifications and start their next turn. The are basically then getting four turns in a row. There definitely needs to be some kind of limit as too how long a turn can last. This would also help eliminate the long delays where players neglect to finish their turn and then make everyone else wait for over 20 hours to move onto the next round. I would suggest longer than fifteen minutes though. Perhaps 30 minutes, or even an hour. That would serve to eliminate the most serious abuses without impacting anyone else's game.

The Sequential/Freestyle combo would fix that. The team could then still take as long as they want to fortify, but they would no longer be allowed to wait and see what the other team is going to do before ending their turn.

Scarus wrote:I've heard stories where doubles team partners playing in games with unlimited fortications do not complete their fortifications for almost 24 hours. They basically outwait their opponents. Then, acting in concert finish their fortifications and start their next turn. Scarus